"This month we will be fixing all possible bugs and annoying things so the game reaches a much better and polished state. At the end of the month we will make the Roadmap for the rest of the year, where the first item will be a combination of Clans and War in ZI-ZM with Squid Island.
We plan on making small updates several times during the month. We are going to fix very few balance issues because we always need deep analysis and we prefer to use time for frustrating things like mistakes that have been there for years.

As you already know, during June we were focused on fixing bugs, but also on the reorganization of the remaining of the year.

We have a small update ready that we will be launching tomorrow with a few fixes, but most important of all is the fact that our bur reporting tool is now up to date, thanks to our QA team and testing volunteers. Before June it was very outdated and with a lot of bugs pending to be confirmed (which takes time but leaves them closer to be solved). Now we're ready to face the rest of the year and crush them little by little.

Also, we already have the Roadmap for the second semester of the year. Learning from the previous ones and the Action Plan that ended with the anniversary event, we decided to change the methodology, in which there will be no estimated dates or any order at all. The priority for the stages will be applied on the fly and there is also the possibility that we add something new if necessary.

Flexibility is what gave us best results and the nonexistence of promises as well. What's important is to make steps ahead. We're closer to have strong foundations on which we can build and polish. Yes, there's still a lot to do. What matters is to keep on moving.

For this remaining half of the year we will take on the following issues:

- Daily rewards
Reward players for entering frequently to the game. It's important that the loyalty to the game is rewarded properly and a bit more for those that are with us for a long time.

- Clans
It's been a long time with this debt to the community, about one of the most important features of the game and key to the retention of players and to avoid monotony.

- War in the Initiation Zone
The Squid Island will play an important role in retention and exposing the best side of the game in the first levels giving a preview of what the War Zone conflict will be. We are not making the most of this zone and through simple objectives we can make the players contribute to the conflict between the realms and make clear that the effort of getting there will pay off. These objectives will be coordinated by NPCs to avoid, in case it's necessary, sensations of imbalance or emptiness.

- Battlezones Matchmaking
Having the instances ready, we will continue with what we still owe to this feature: a revamp of the Matchmaking system. This will avoid wasting time to enter, minimizing the occasions where players abandon the queue and giving more and clearer information about what's going on. They will be accessible with Parties of a fixed number of players and with some restrictions to avoid cases such as entering with all members of the same class, etc.

- Quests and realm tasks
Get deeper on the lore of the game filling the gaps in the highest levels with necessary quests not only to get faster to war, but also to finish the stories that still have no ending. Also revamp the Realm Tasks for them to be easier to choose and have better an challenging objectives.

- Invasions
Ready for the second stage, in which the Realm Wall will not be as important as the objectives inside the realm. Gradually the challenge will rise and the need of the enemy or defender to coordinate will be of utmost importance. And the cherry of the pie: making all players from both realms to be able to be involved, whatever the level.

- Recurring events
Create events that can be activated when it's thought appropriate by the GMs in order to maintain the activity of the world as stable as possible. Currently this is done manually but the intention is to get to have clear interfaces, immediate delivery of prizes and relevant information in real-time.

- Enhancements to commerce
Expand the features of the Auction House to enhance its use. Allow the use of other currencies and give more options for a safer commerce. Give options to lend items to avoid confusion between users.

Ongoing tasks:
Balance.
Bugfixing.
Events.

These three issues can be taken care of in any or all of the stages whenever it's deemed necessary.

Currently we're already working on Daily Rewards because we believe that the patience you have with us must be rewarded as soon as possible.

Heutiges Update

Version: 1.20.1 (Date: 2017/7/5)

Description:

- Fixed: Pressing V to visualize all allies excluded a selected target.- Modified: Revive had problems with Protection bonus and Sanctuary, so it was modified to Sanctuary in levels 4 and 5 and given a visual effect for the target.- Fixed: Some items in the Auction House showed wrong attributes when put to sale.- Modified: Rock outside Herbred was allowing abuses and it was removed.- Fixed: Creatures that give no loot were activating the Loot Scroll. (IE: BZ bosses)- Fixed: Mounting without waiting for combat cooldown was not working in the Initiation Zone.- Fixed: Falling damage when exiting the Tribe Camp in Syrtis' Initiation Zone.- Fixed: Combat mode got stuck when mounting.- Fixed: Entering the surroundings of the Golden Dragon Cave by jumping into them.- Fixed: Being able to attack allies after a duel was finished, getting them to their saved altar.- Fixed: Anaconda creature was untameable.- Fixed: Texts from level restrictions to enter the Battlezones were not translated.- Fixed: Items with zero value of gold could be sold when selling them with other valued items.- Fixed: Description of power Warmaster's Might.- Fixed: Quest of Squid Island was showing the wrong zone name texts.- Fixed: Several pine trees were higher than the ground near Aggersborg Surroundings.- Fixed: Mounting below an arch in Imperia (x2653 z1105) caused falling damage after exiting the arch.- Modified: Active bonuses shown in the experience bar now show days and hours as well.- Fixed: Tome of Power Sets time restriction was avoided easily by relogging.- Fixed: Extra commerce chat at WZ Markets when the Realm Chat is available in the War Zone.- Fixed: Realm Guard Tunics (premium) and Archmage tunics gave wrongly a damage resistance bonus.- Fixed: Fort chests could be used by enemies if they kept the interface open before it gets captured.- Fixed: Not being able to jump, mount or change weapons/armor when carrying a Relic.- Fixed: Casting Darkness successfully to a target wasn't cancelling the current casting of a positive spell on them.- Fixed: Zone around Meleketi in which the players could access without dying and leaving a Realm Gem there rendering it unrecoverable.- Fixed: Some users weren't receiving their daily tickets reward. Also, if a player didn't log off before they are given, now it counts as well the current session.

Zitat

Hello!

We've decided to perform a test for a week about something that seems to be affecting a lot the activity in the war zone. Even if the objective of obtaining WMC only among the zones of the fortifications and walls was decided to avoid losing the concentration of the activity of these zones, other kinds of confrontations were affected and thus, limiting the options and variety at the moment of facing your enemies.

This test consists in allowing, for a week, to get WMC throughout all the map. We will see what happens and how this evolves to be able to make a decision next week. Your opinion matters a lot, so tell us how all of you see it during these days.

Zitat

People, after analysing all that has happened and said during this week (not only in these forums, of course) we're thinking of:

- Mildly reduce the quantity of coins given outside fortifications and the wall. Enough for Invasions to give more profit but still leaving the ping-pongs, open field battles and hunting attractive. We think that a 25% reduction would be ideal.

- Give back levelling with creatures a bit of competitiveness, raising the experiences these give in the War Zone. We still have to think about the numbers, but the difference would still be significant between killing a creature or an enemy but we think that now it's too much. In the past we believed that, because of all the things that were said by the community, killing enemies was way more fun and rewarding than killing creatures. It seems it was a wrong reading of what was happening. We'll see how to solve this.

Zitat

Level required : 30

1Âº Adventure - "A matter of life or death"

Go to Montsognir, Altaruk or Fisgael and talk with Ursor, Saniur or Mauro

They will send you to speak with Osfrid Strongwill (Birka), Isebih (Medenet) or Idice Morningstar (Raeraia). You will need to find some Blood glass at Thorkul's rage, East desert coast or Mount passages.

Zitat

Version: 1.22.2 (Date: 2018/2/22)

Description:

- Modified: Notice text when entering a zone changed to a different font and now it is animated.
- Modified: Clan section Members now shows information about each player such as Online status, level and approximate last time in-game.
- Fixed: Changing a Clan name to an invalid one made the character get stuck in the world.
- Fixed: Items obtained from a buyout in the Auction House could stack more embedded gems or enhancements than the maximum allowed.
- Fixed: Disconnection time at forts being reset to 20 instead of 60 seconds.
- Fixed: Position of level number in the Character Status UI in the top left part of the interface.
- Modified: Restarting the game client when changing advanced video options has been disallowed in fortification zones.
- Modified: Enhanced method of detecting the use of multiple realm accounts.
- Fixed: User interface allowing to resize windows further than the limits of the screen.
- Fixed: After expelling members of a Clan, the ex-members still had the information of the Clan in their HUD.
- Added: Subclass icons for the Party List and selected player interfaces to identify quicker who to select.
- Modified: Clans have now user limits. This counts each unique user as one and not all the characters of that user.
- Added: Clan Objectives.
* The addition of Clan Objectives adds progression with levels to the Clan which can provide higher limits of amount of members or items allowed in the Clan Chest.
* For now, Clans will have 10 levels to progress. In next iterations, we may add more levels and new traits for levelling up.
* In the future, some Objectives could be configured by the Clan administrator, for example, to allow setting a specific target or adding a special prize.
* In the Clan Interface, a tab of Objectives is added which will list all the available Objectives for the Clan and its level.
* The Objectives can be completed Daily, Weekly or Monthly.
* For each of the 10 levels the Clan can have 15, 30, 45, 60, 75, 90, 105, 120, 135, 150 unique users and 10, 30, 50, 70, 90, 120, 150, 180, 210, 250 items in the Clan Chest.

Zitat

Version: 1.22.2 (Date: 2018/2/22)

Description:

- Modified: Notice text when entering a zone changed to a different font and now it is animated.
- Modified: Clan section Members now shows information about each player such as Online status, level and approximate last time in-game.
- Fixed: Changing a Clan name to an invalid one made the character get stuck in the world.
- Fixed: Items obtained from a buyout in the Auction House could stack more embedded gems or enhancements than the maximum allowed.
- Fixed: Disconnection time at forts being reset to 20 instead of 60 seconds.
- Fixed: Position of level number in the Character Status UI in the top left part of the interface.
- Modified: Restarting the game client when changing advanced video options has been disallowed in fortification zones.
- Modified: Enhanced method of detecting the use of multiple realm accounts.
- Fixed: User interface allowing to resize windows further than the limits of the screen.
- Fixed: After expelling members of a Clan, the ex-members still had the information of the Clan in their HUD.
- Added: Subclass icons for the Party List and selected player interfaces to identify quicker who to select.
- Modified: Clans have now user limits. This counts each unique user as one and not all the characters of that user.
- Added: Clan Objectives.
* The addition of Clan Objectives adds progression with levels to the Clan which can provide higher limits of amount of members or items allowed in the Clan Chest.
* For now, Clans will have 10 levels to progress. In next iterations, we may add more levels and new traits for levelling up.
* In the future, some Objectives could be configured by the Clan administrator, for example, to allow setting a specific target or adding a special prize.
* In the Clan Interface, a tab of Objectives is added which will list all the available Objectives for the Clan and its level.
* The Objectives can be completed Daily, Weekly or Monthly.
* For each of the 10 levels the Clan can have 15, 30, 45, 60, 75, 90, 105, 120, 135, 150 unique users and 10, 30, 50, 70, 90, 120, 150, 180, 210, 250 items in the Clan Chest.